Ok, so jumped off the fence and bought the game, been trying as the CP against the AI. Things however are not progressing well. To be honest, it does not feel like they progress at all... So, thought I would ask a few questions here, and hope for some replies.

1. Should I use focus on research or not? Aka specialize or jack-of-all-trades. 2. How often should I upgrade my units? As soon as one is available, or wait? 3. Keep or disband the navies? Seems like after I tackle the Russian navy with the German navy, there is not much need for them, as I guess bringing them out to tackle the RN is suicide. 4. Is building an arty for A/H a good choice? If so, it seems another armaments factory or two is needed as well? 5. Ok, so I take the two eastern most cities in Belgium, but then I am halted cold by numerous French/British/Belgian forces. Any ideas on how to tackle this? It seems the British and French infantry is superior to the Germans, and I really cannot push through. 6. WTH are they feeding the Russians? I try to build some A/H infantry to support the Germans agains Russia, but a normal projected attack with A/H infantry against Russian infantry spells out 1:3. 7. Serbia...No matter what I do here, I end up taking a few hexes and then it is all a standstill. 8. The OE...Yikes. I wish they did not join the war at all...Fall back and only guard Baghdad or what? 9. When should I stop building units? Does not seem like the enemy faces the problem of lacking resources....EVER! 10. Tried on normal and handicapped AI, nothing helps, so please feel free to give some advice.

1) I use focus most of the time and I always specialize in the artillery group to minimize research on the rail gun. In my opinion all research on the rail gun is wasted. 2) I upgrade units as soon as possible. Only exception might be naval units since this can cost a lot. 3) I keep the navy. If you scout with your sub against the British navy you can find opportunities to go on attack. Otherwise it is nice to have those ships to defend against British attacks. 4) I built arty as soon as I can afford it with A-H. Maybe I wait one turn. Later on I buy more ammunition production with AH. 5) Use artillery strikes on entrenched enemy positions. Maneuver as much as possible to force the enemy to move from their entrenched positions. 6) Get a defensive line dug in against the Russians. AH is very vulnerable until they research the machine gun. Only attack Russia when you have local superiority and only after outflanking. 7) Outflank Serbians. Leave Belgrade until the art arrive. Push for the cities behind the front. Do not attack entrenched units without art support. 8) Buy infantry research and upgrade the OE. Get an entrenched defense line. Use Infantry (or cav) only in their defense line in Sinai versus the British land attack. Consider disbanding a garrison or two. 9) I prefer to have an income of 15 to 20 per turn with most nation. Around 10 with OE. British and France exempt since they have colonial convoy income. 10) Rest troops and try to only attack with units who has an efficiency level of nine or ten. Maneuver around entrenched defenses or use artillery to soften them up. Try to get three units to attack the same enemy unit during the same turn. If you begin with an artillery strike against it as well you might eliminate the enemy unit.

I hope some of the suggestions helps you get some success. This is a really fun game. I am winning to play netplay with you when you feel ready.

Edit: As Germany try to focus your offence on one front. Use art and air on that front. So transfer them to the active front. On the passive front get dug in as soon as possible and counter attack aggressively.

Edit 2: Look for enemy troops with reduced efficiency when considering where to attack. Use air to reduce efficiency before attacking.

< Message edited by Orm -- 2/16/2013 7:31:16 PM >

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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

I knock out Belgium, then I run into a solid line of French infantry which is soon replaced by the BEF, freing the French to shift regular infantry to attack my garrisons at the "Maginot Line" (yes, I know that one is not around yet ). This front then stabilizes with me repairing my garrison units constantly since the French are armed with AK-47s compared to my troops Loafs of Wet Bread

Against Russia, I am able to form some sort of front, but this means that the German economy is struggling, as I need to build as many infantry units as possible just to hold. The Russians then dig in for a while, before they too start using AK-47s and force the Germans to rotate their units.

Against Serbia, the "rush the interior cities" must be a joke, right? I destroy the northern most unit on T1, then the Serbs are dug in in a continous line along their entire border. If I buy an artillery unit on T1, that means that by the time the Russians go to war, the Russian border is FUBAR. If I do not buy the artillery, I lose ground to the Serbs which are more or less always reinforced by one French and one British garrison. If I try to sink them as they arrive, I lose the navy...

The OE is able to form some sort of standstill against the British, but I am then forced to use all BP on repairs on the units. Which means it takes about 10 turns before the first new OE infantry arrives. Btw, I do disband two garrisons as soon as the OE enters, and build a research facility the same turn.

Try #10. Serbia actually fell. Only to be offset by Italy joining, but that is a different matter. I do now have a few actual questions again :)

1. Does the AI cheat in terms of BP? 2. Does the AI cheat in terms of Line of Sight? 3. Is it only me, or is the Russian AI ALWAYS able to inflict higher losses than it takes, even when my infantry is lvl 4 compared to their lvl 2??? Only power in the enemy side that has more casualties inflicted then taken. 4. Will I ever get the green zone of safety off captured ports? 5. How do I cope with enemy bombers? It is not like the CPs can waste BPs to get another aircraft research facility... 6. Is there any way to see National Morale of the enemy? 7. I must be doing something wrong, as my national stockpile of manpower for both Germany and A/H is well into yellow in 1915 :o. What to do. I tried telling the PC to stop attacking, but it just will not listen ;)

Against Serbia, the "rush the interior cities" must be a joke, right? I destroy the northern most unit on T1, then the Serbs are dug in in a continous line along their entire border. If I buy an artillery unit on T1, that means that by the time the Russians go to war, the Russian border is FUBAR. If I do not buy the artillery, I lose ground to the Serbs which are more or less always reinforced by one French and one British garrison. If I try to sink them as they arrive, I lose the navy...

No joke. The Serbians do not have a continuous defense line until later on. In the beginning they have a perfect opening, to the east, for an attack. An intel picture is attached showing the main weakness of the Serbian position.

Edit: Due to the lack of units of the AH army I suggest you relocate the three infantry you have on the NW Serbian border to the NE after the initial attack on the garrison. Remember to guard the supply lines needs to be guarded if you advance as I have suggested.

When I took out Serbia, I did so by attacking north of Cetinje in the gap seen in your screenshot, but guess that takes too long. Will have to run a few more games and see if I can make better use of the economy, as that is my main issue. That, and the fact that Garrision units are useless in the east.

Sorry Orm, there will be no pbem. I am simply dropping this game. I cannot succeed, only hang on untill the British arrive with their scores of arty and bombers, then the Russians gets a few arty pieces and it all crumbles. And I am only able to attack for a few turns, then all fronts are dug in, and there is nothing to do.

"We could blow up a US ship in Guantanamo Bay and blame Cuba." "We could develop a Communist Cuban terror campaign in the Miami area, in other Florida cities and even Washington." - US Joint Chiefs of Staff, Operation Northwoods, 1962

I want to play the whole war as the CP. Imho, the problem is the starting positions. The Serbs are too strong, the German positions in the East are more or less ok but the Austrians don't have enougth units on the Russian front to start with. Even if the germans have the right armies on the right spot (there's a horse division missing i think though), the entire eastern front of the CP is so empty that it can be easy for a single russian unit (yes, i look at you armoured train) to take important cities in Germany and even threat Berlin). Afterwards, you're always on the defensive without hopes to win which cannot be the case in 1915 for Germany.

I started a new game yesterday which is looking better.

< Message edited by Anguille -- 4/12/2013 8:38:29 AM >

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Armada 2526 and Distant Worlds: the ultimate space strategy games are HERE in the Matrix

I’m sorry, but I have to TOTALLY agree with terje439. I have been playing board/table/computer games since back in the days of Strategy Simulations Inc (SSI – early 80s). I have never seen a game with when you run as either Allies or Axis where the AI has such crushing strategy. I have tried many different openings for both, and I have even written down the AI’s moves and attempted to conduct the same. There is NO WAY possible for the player to even think about competing with this games AI. A player cannot even attempt to make the moves the AI does, and for production, there is no match but the AI has the advantage. The AI has units in places that the player cannot get them in the time given to where the AI COMPLETELY has the advantage TOTALLY. For a game, I played the World War One by SSI when you had to make your own over lay and put it on the War in Europe map. Building what is called “Active” units, and then as the war rolls on slowly units turn into reserve status. At least with this game, a player could have a chance to attempt something. Yea, it was moving counters on a map, and having a 40sq foot area for the map setup, but you can play the game with some hope of achieving something.

I’m sorry, but I have to TOTALLY agree with terje439. I have been playing board/table/computer games since back in the days of Strategy Simulations Inc (SSI – early 80s). I have never seen a game with when you run as either Allies or Axis where the AI has such crushing strategy. I have tried many different openings for both, and I have even written down the AI’s moves and attempted to conduct the same. There is NO WAY possible for the player to even think about competing with this games AI. A player cannot even attempt to make the moves the AI does, and for production, there is no match but the AI has the advantage. The AI has units in places that the player cannot get them in the time given to where the AI COMPLETELY has the advantage TOTALLY. For a game, I played the World War One by SSI when you had to make your own over lay and put it on the War in Europe map. Building what is called “Active” units, and then as the war rolls on slowly units turn into reserve status. At least with this game, a player could have a chance to attempt something. Yea, it was moving counters on a map, and having a 40sq foot area for the map setup, but you can play the game with some hope of achieving something.

I’m sorry, but I have to TOTALLY agree with terje439. I have been playing board/table/computer games since back in the days of Strategy Simulations Inc (SSI – early 80s). I have never seen a game with when you run as either Allies or Axis where the AI has such crushing strategy. I have tried many different openings for both, and I have even written down the AI’s moves and attempted to conduct the same. There is NO WAY possible for the player to even think about competing with this games AI. A player cannot even attempt to make the moves the AI does, and for production, there is no match but the AI has the advantage. The AI has units in places that the player cannot get them in the time given to where the AI COMPLETELY has the advantage TOTALLY. For a game, I played the World War One by SSI when you had to make your own over lay and put it on the War in Europe map. Building what is called “Active” units, and then as the war rolls on slowly units turn into reserve status. At least with this game, a player could have a chance to attempt something. Yea, it was moving counters on a map, and having a 40sq foot area for the map setup, but you can play the game with some hope of achieving something.

Sorry you're wrong. I have never lost a game against the AI.

I won once so far. The beginning of the game is crucial in order to win imho. If you don't play the right moves, invest in the right techs etc, you're going to lose the game. The time i won, once i had made the right opening moves, the end was "fairly" easy (taking out Russia, France and Italy). Some people make the right moves because this is how they play...it's part of luck and experience. I for myself have played tons of strategy games but obviously didn't play the way this has to be played (opening moves). It can be really frustrating and i almost gave up.

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Armada 2526 and Distant Worlds: the ultimate space strategy games are HERE in the Matrix

I lost my first couple of games. Yes, the AI was formidable (even in handicap), however, after getting familiar with game rules and learning the characterists of the AI, the game was rather predictable, hence, I could prepare for the twists and turns, on either side, as the game(s) progressed. Never again lost afterwards, none-the-less, the AI was challanging every step of the way.

Yes, There are very valid statements. In gaming the opening moves and mean victory or loss. And then pending on your stratigic outlook on how you conduct your productions of new units will effect during the time to get them into play. BUT - if you have game version 1.1.2, this version is a nightmare to play. After posting, I found the two updates in the downloads. I loaded them, updated 1.1.4 and then 1.3. Load them in order (load both, not just 1.3), and now the very next game I played, the Western Front the French and British are barley holding the line along Belguim and France. Eaastern Front Russia is on the delay tactic as they are slowly being moved back. Turkey you can hold against the British barley ... But now that these two updates have been loaded, the game is a more balanced. I do not cee the units the previos AI had in places and do not see the pruduction out the AI had before the updates. So I HIGHLY reccomend poeple using the updates.

ok.. the ai, and FOW make this a great fun beer and Pretzels type game.. took me forever to figure out the system of how to win again the ai... The game can be challenging, I would not recommend playing only one side.. play the same scenario from each an you'll learn quicker imo and good luck I do sympathize as its frustrating getting squashed like a bug by the ai... and thats this games best side!!!

No question is ever to basic. It is those that are not ask and then we wonder how to get it done. To :Load on transport: all you do is have the unit next to a port sysmbol and then click the unit, then for te move, click on the port symbol and the unit is now on the transport. Hope this helps you.

No question is ever to basic. It is those that are not ask and then we wonder how to get it done. To :Load on transport: all you do is have the unit next to a port sysmbol and then click the unit, then for te move, click on the port symbol and the unit is now on the transport. Hope this helps you.

You also need to have sea transport points (you can buy these). Not every country has points to begin with.

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Armada 2526 and Distant Worlds: the ultimate space strategy games are HERE in the Matrix

No question is ever to basic. It is those that are not ask and then we wonder how to get it done. To :Load on transport: all you do is have the unit next to a port sysmbol and then click the unit, then for te move, click on the port symbol and the unit is now on the transport. Hope this helps you.

You also need to have sea transport points (you can buy these). Not every country has points to begin with.

quote:

shanehogfan

shanehogfan

The above is true to a point, arrive at a port on a turn, "then on the next turn your unit(s) are eligible to load/embark onto transport". If that does not work check your transport points for that owning units' nation, buying transport points will immediately qualify units to embark.

More specifically, move into a port. The next turn, select the unit you wish to embark as if you were selecting it for a normal land move. When you select it you'll see the dots on land hexes where it can move, but you'll also see one or more white anchor symbols on adjacent sea hexes. Click on one of the anchor symbols and the unit will be replaced by a transport unit in that hex. Next turn, move the transport like any naval unit. If the move leaves the unit adjacent to a clear land hex, when you select it the following turn you'll have the option of continuing its naval move or of moving it onto an adjacent land hex.

I keep hearing experienced gamers talking about how hard this game is. Got a feeling that part of the problem comes from those gamers having a lot of experience playing WW2 games. Try starting from scratch...play the Entente against a handicapped AI and DO NOT FEEL COMPELLED TO ATTACK BEFORE NOVEMBER!!! Your initial goal is to defend. Do that. It's more costly to attack, and unnecessary attacks just weaken your ability to defend. With the French, for example, except for targets of extreme opportunity (arty, air and isolated units), DO NOT ATTACK until you've upgraded your units (to at least the "Industrialized Warfare" level). Sustained offensive ops shouldn't even be considered until you have strong front-line forces with infantry reserves, arty/air support and an industrial base to meet ammo demands. Between offensives, put your troops in defensible positions where the enemy must attack you. When you choose to attack, pick realistic objectives....no more than one or two strategic hexes that will force the enemy to redeploy his line.

I beat the game the first try playing Entente (balanced) but CP is really a challenge. In the third try I could stabilize the eastern front and make some progress in Serbia and France, but I had to load a lot of games to correct minor flaws in my stratetgy. Very important is to fortify every new front line (i.e. Italy) some turns in advance, then it is much easier to hold your ground.

What really annoys me though is that roughly 4 of 5 battles end against the prediction and in favor of the AI. Honestly, when being in offense I sometimes have to load a lot of times when attacking a decisive hex because the AI (even weakened units with about 7 strength and very low efficency) often repels 3-4 infantry attacks and is just replaced the next turn so that all my resources (men and ammo) were wasted. In turn, when an enemy infantry attacks my digged in infantry of the same level, potentially even crossing a river, the losses are often even or slightly higher on my side. There should be an option (just like in Panzercorps) where you can limit the "randomness" of the battle outcome.

I have a fairly large military sitting in the east facing the now-peaceful Russian border, while my wolfpacks have done enough to annoy them that the US has now joined the UK in the war.

Aside from the continuing British presence in Egypt and the Sinai, the Entente no longer has a foothold anywhere that will spare them an amphibious assault - but they don't seem interested in surrendering.

Will taking Egypt from the silly sods be enough to push the UK into bending the knee? Or will I actually have to arrange a Sealion or something similar?

And if that's required, what would be the best approach to it?

I tried slipping across while British production was focused on Egypt and lost a garrison in Cornwall - the British are now a lot more serious about home defense and I can see the units entrenching around their cities from Calais.

On a strategic level I have three armed fighters, a pair of airships and three Austrian heavy bombers that I could start harassing London with if that's a way to break their morale?

I have a fairly large military sitting in the east facing the now-peaceful Russian border, while my wolfpacks have done enough to annoy them that the US has now joined the UK in the war.

Aside from the continuing British presence in Egypt and the Sinai, the Entente no longer has a foothold anywhere that will spare them an amphibious assault - but they don't seem interested in surrendering.

Will taking Egypt from the silly sods be enough to push the UK into bending the knee? Or will I actually have to arrange a Sealion or something similar?

And if that's required, what would be the best approach to it?

I tried slipping across while British production was focused on Egypt and lost a garrison in Cornwall - the British are now a lot more serious about home defense and I can see the units entrenching around their cities from Calais.

On a strategic level I have three armed fighters, a pair of airships and three Austrian heavy bombers that I could start harassing London with if that's a way to break their morale?

Borrowed the below quote from the 1.4.2 patch thread: It might help in determining a course to bring down England's NM.

--~ -- morale boost for captor's factions --~ for faction in captor.factions do --~ ChangeFactionMorale(faction, 100) --~ end --~ end --~ end

If you loose a City or Fortress = -10% Morale loss to your Nation. If you loose a Capital City = -20% Morale loss to your Nation.

If you Capture a City or Fortress = +5 Morale boost. If you Capture a Capital City = +10 Morale boost.

< Message edited by kirk23 -- 4/10/2014 7:06:44 AM >

Depending on England's NM, just by taking Cairo and surrounding ports and fort, plus the unit losses to England, often is enough to bring 0% NM to England, causing a surrender. Have plenty of cruisers on hand for the assault on Britten, keep bombing the heck out of the cities and units, which causes further NM reduction, every time a unit step is killed or units are killed. Bombarding cities with BB has a lasting effect on PP and NM. Capturing Scapa Flow is a good place to start. Try bombing alternate cities each turn, get better results. Use feint anfib assaults, will drive him/AI crazy. When England's units move, then bomb them, usually results in kills.

Cheers, it wasn't quite as simple as that but after storming Egypt, Gibraltar, Cyprus, Malta, Ireland and Scapa Flow, sinking the last of the RN, strategically flattening all the cities in southern England, stopping the convoys butt-cold and finally opening a second(?) front with Lvl IX Infantry and Tanks in Scotland the UK agreed to surrender.

I'm thinking Churchill got into power a few decades early!

The US still refused to surrender, although they were largely ineffectual and we ran out the clock with a few probing attacks up around Boston.

Cheers, it wasn't quite as simple as that but after storming Egypt, Gibraltar, Cyprus, Malta, Ireland and Scapa Flow, sinking the last of the RN, strategically flattening all the cities in southern England, stopping the convoys butt-cold and finally opening a second(?) front with Lvl IX Infantry and Tanks in Scotland the UK agreed to surrender.

I'm thinking Churchill got into power a few decades early!

The US still refused to surrender, although they were largely ineffectual and we ran out the clock with a few probing attacks up around Boston.

Yes, those people from BOSTON are real tough (tongue in cheek). BOSTON STRONG!